The vermin SMG is only accurate with its default iron sights. With the ACO, RCO, and possibly other scopes (I only tested with those two) the gun shoots significantly higher than the dot/crosshairs on the optic.
- Legacy ID
- No Bug
- Equip a soldier with a Vermin/Vector and an optic
- Try to headshot an unaware soldier at typical CQB range (it will go over his head)
- Switch to iron sights and try the same shot (it will hit him in the head)
I haven't tested the OPFOR smg or any of the optics other than the ACO and RCO, so they may have this problem too.
The fact that they made new optics for the SMG's disturbs me. It's a sign that the setup for weapons, optics, and zeroing isn't very well structured and BIS/mod-makers have to put in extra time and effort to make this stuff work. In other words, what disparities exist between weapons or how optics zero that requires an optic to be copied and configured so that the bullet impact matches the optic zero? I'm sure there's more to it than this, but I can only comment on what I see.
I'd say this ticket is still a relevant issue.
I have seen references to specifically the RCO optics calibrated for a 6.5mm round on the MX rifle a few places, the first that comes to mind is Dslyecxi's "Using the Arma 3 RCO Scope" youtube video.
The RCO and ARCO really should have SMG versions as well. The Vermin is quite a nice weapon, and reasonably accurate even at distances that are beyond the holo and RCO scope capabilities. If the SMG versions would have the RCO and ARCO sights were set to a default 100m red dot/200m reflex scope, it would be both practical, reasonable, and incredibly useful for urban combat, where a reflex scope would be very handy.
You are right, AD2001, thank you. Sorry for inconveniences, I am resolving the issue as no bug. The SMGs are not capable to use advanced optics precisely and therefore the SMG variants (such as ACO SMG) were created.
I did not remember it so thanks to AD2001 for reminding me.
Have you all a nice day.